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SynerDexOpen Team Builder
Pokemon Champions - Reg M-B / VGC 2026

Arcanine - Pokemon Champions

Stats, type matchups, abilities, learnset, current usage, and build context for Arcanine in Pokemon Champions.

FireStage 1Gen 1
Tournament usageCheck team weaknesses
Arcanine

Base stats

HP
90
Atk
110
Def
80
SpA
100
SpD
80
Spe
95

Type matchups

2x weak to
WaterGroundRock
0.5x resists
FireGrassIceBugSteelFairy

Current usage and builds

Moves

Protect
status / Priority +4
93%
Will-O-Wisp
status / 85%
86%
Flare Blitz
physical / 120 BP / 100%
60%
Snarl
special / 55 BP / 95%
53%
Heat Wave
special / 95 BP / 90%
37%
Extreme Speed
physical / 80 BP / 100% / Priority +2
21%
Psychic Fangs
physical / 85 BP / 100%
19%
Helping Hand
status / Priority +5
14%

Items

Sitrus Berry
Restores 1/4 max HP when at 1/2 max HP or less. Single use.
47%
Charcoal
Holder's Fire-type attacks have 1.2x power.
37%
Wide Lens
The accuracy of attacks by the holder is 1.1x.
6%
Choice Scarf
Holder's Speed is 1.5x, but it can only select the first move it executes.
3%
White Herb
Restores all lowered stat stages to 0 when one is less than 0. Single use.
2%
Lum Berry
Holder cures itself if it has a non-volatile status or is confused. Single use.
0.80%
Leftovers
At the end of every turn, holder restores 1/16 of its max HP.
0.80%
Life Orb
Holder's attacks do 1.3x damage, and it loses 1/10 its max HP after the attack.
0.80%

Abilities

Intimidate
On switch-in, this Pokemon lowers the Attack of opponents by 1 stage.
89%
Flash Fire
This Pokemon's Fire attacks do 1.5x damage if hit by one Fire move; Fire immunity.
11%

Spreads

Modest
HP 31 / Atk 0 / Def 12 / SpA 7 / SpD 13 / Spe 3
36%
Jolly
HP 17 / Atk 7 / Def 5 / SpA 0 / SpD 20 / Spe 17
18%
Jolly
HP 31 / Atk 0 / Def 12 / SpA 7 / SpD 13 / Spe 3
36%
Modest
HP 17 / Atk 7 / Def 5 / SpA 0 / SpD 20 / Spe 17
18%

Learnset

Aerial Ace

Flying - physical / 60 BP

physical

This move does not check accuracy.

Agility

Psychic - status

status

Raises the user's Speed by 2.

Bite

Dark - physical / 60 BP / 100%

physical

30% chance to make the target flinch.

Body Slam

Normal - physical / 85 BP / 100%

physical

30% chance to paralyze the target.

Bulldoze

Ground - physical / 60 BP / 100%

physical

100% chance lower adjacent Pkmn Speed by 1.

Burn Up

Fire - special / 130 BP / 100%

special

User's Fire type becomes typeless; must be Fire.

Charm

Fairy - status / 100%

status

Lowers the target's Attack by 2.

Close Combat

Fighting - physical / 120 BP / 100%

physical

Lowers the user's Defense and Sp. Def by 1.

Covet

Normal - physical / 60 BP / 100%

physical

If the user has no item, it steals the target's.

Crunch

Dark - physical / 80 BP / 100%

physical

20% chance to lower the target's Defense by 1.

Curse

Ghost - status

status

Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.

Dig

Ground - physical / 80 BP / 100%

physical

Digs underground turn 1, strikes turn 2.

Double-Edge

Normal - physical / 120 BP / 100%

physical

Has 33% recoil.

Dragon Pulse

Dragon - special / 85 BP / 100%

special

No additional effect.

Endure

Normal - status / Priority +4

status

User survives attacks this turn with at least 1 HP.

Extreme Speed

Normal - physical / 80 BP / 100% / Priority +2

physical

Nearly always goes first.

Facade

Normal - physical / 70-140 BP / 100%

physical

Power doubles if user is burn/poison/paralyzed.

Fire Blast

Fire - special / 110 BP / 85%

special

10% chance to burn the target.

Fire Fang

Fire - physical / 65 BP / 95%

physical

10% chance to burn. 10% chance to flinch.

Fire Spin

Fire - special / 35 BP / 85%

special

Traps and damages the target for 4-5 turns.

Flame Charge

Fire - physical / 50 BP / 100%

physical

100% chance to raise the user's Speed by 1.

Flamethrower

Fire - special / 90 BP / 100%

special

10% chance to burn the target.

Flare Blitz

Fire - physical / 120 BP / 100%

physical

Has 33% recoil. 10% chance to burn. Thaws user.

Giga Impact

Normal - physical / 150 BP / 90%

physical

User cannot move next turn.

Heat Crash

Fire - physical / 40-120 BP / 100%

physical

More power the heavier the user than the target.

Heat Wave

Fire - special / 95 BP / 90%

special

10% chance to burn the foe(s).

Helping Hand

Normal - status / Priority +5

status

One adjacent ally's move power is 1.5x this turn.

Howl

Normal - status

status

Raises the user's and ally's Attack by 1.

Hyper Beam

Normal - special / 150 BP / 90%

special

User cannot move next turn.

Hyper Voice

Normal - special / 90 BP / 100%

special

No additional effect. Hits adjacent foes.

Iron Head

Steel - physical / 80 BP / 100%

physical

20% chance to make the target flinch.

Iron Tail

Steel - physical / 100 BP / 75%

physical

30% chance to lower the target's Defense by 1.

Morning Sun

Normal - status

status

Heals the user by a weather-dependent amount.

Outrage

Dragon - physical / 120 BP / 100%

physical

Lasts 2-3 turns. Confuses the user afterwards.

Overheat

Fire - special / 130 BP / 90%

special

Lowers the user's Sp. Atk by 2.

Play Rough

Fairy - physical / 90 BP / 90%

physical

10% chance to lower the target's Attack by 1.

Protect

Normal - status / Priority +4

status

Prevents moves from affecting the user this turn.

Psychic Fangs

Psychic - physical / 85 BP / 100%

physical

Destroys screens, unless the target is immune.

Raging Fury

Fire - physical / 120 BP / 100%

physical

Lasts 2-3 turns. Confuses the user afterwards.

Rest

Psychic - status

status

User sleeps 2 turns and restores HP and status.

Reversal

Fighting - physical / 20-200 BP / 100%

physical

More power the less HP the user has left.

Roar

Normal - status / Priority -6

status

Forces the target to switch to a random ally.

Round

Normal - special / 60 BP / 100%

special

Power doubles if others used Round this turn.

Scary Face

Normal - status / 100%

status

Lowers the target's Speed by 2.

Scorching Sands

Ground - special / 70 BP / 100%

special

30% chance to burn the target. Thaws target.

Sleep Talk

Normal - status

status

User must be asleep. Uses another known move.

Snarl

Dark - special / 55 BP / 95%

special

100% chance to lower the foe(s) Sp. Atk by 1.

Snore

Normal - special / 50 BP / 100%

special

User must be asleep. 30% chance to flinch target.

Solar Beam

Grass - special / 60-120 BP / 100%

special

Charges turn 1. Hits turn 2. No charge in sunlight.

Substitute

Normal - status

status

User takes 1/4 its max HP to put in a substitute.

Sunny Day

Fire - status

status

For 5 turns, intense sunlight powers Fire moves.

Temper Flare

Fire - physical / 75 BP / 100%

physical

Power doubles if the user's last move failed.

Thief

Dark - physical / 60 BP / 100%

physical

If the user has no item, it steals the target's.

Thrash

Normal - physical / 120 BP / 100%

physical

Lasts 2-3 turns. Confuses the user afterwards.

Thunder Fang

Electric - physical / 65 BP / 95%

physical

10% chance to paralyze. 10% chance to flinch.

Wild Charge

Electric - physical / 90 BP / 100%

physical

Has 1/4 recoil.

Will-O-Wisp

Fire - status / 85%

status

Burns the target.

Abilities

Intimidate

On switch-in, this Pokemon lowers the Attack of opponents by 1 stage.

Flash Fire

This Pokemon's Fire attacks do 1.5x damage if hit by one Fire move; Fire immunity.

Justified

This Pokemon's Attack is raised by 1 stage after it is damaged by a Dark-type move.

Mechanics

Intimidate

Intimidate lowers opposing Attack on switch-in.

Priority

Endure has positive priority.

Forms and items

ArcanineFireOpenArcanine-HisuiFire / RockOpen

Questions

What is Arcanine weak to in Pokemon Champions?

Arcanine is weak to Water, Ground, Rock based on its Fire typing.

What are Arcanine's base stats?

Arcanine's base stats are HP 90, Atk 110, Def 80, SpA 100, SpD 80, Spe 95.

What are common moves for Arcanine?

Common Arcanine moves include Protect, Will-O-Wisp, Flare Blitz, Snarl in current Reg M-B usage.

Is Arcanine good in the current regulation?

Arcanine has current Reg M-B usage data in PokeSynergy, with its most common moves, abilities, items, and spreads listed here.